UnityEventVisualizer
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3D scene Event Visualizer is offset
In the 3D view (Scene view) The lines representing the events are offset or nonexistent, they fly somewhere. Expected behavior : connect the objects with events together. It seems to be bug in the way they are draw in front of the camera.
Maybe in EventGraphWindow.cs in the WorldToGUIPoint Method ?
INFOS : Blank Unity 2019.3.1f project with UnityEventVisualizer 1.3 and 1.4
Thanks for the report? Whicj version of unity are you using? Maybe I screw up in the latest build
On Mon, 27 Apr 2020 at 04:07, satolas [email protected] wrote:
The lines representing the events are offset. They should connect the objects together but they fly somewhere It seems to be bug in the way they are draw in front of the camera.
Maybe in EventGraphWindow.cs in the WorldToGUIPoint Method ?
[image: EventVisualizerBug] https://user-images.githubusercontent.com/29286385/80327286-de2a8d00-883b-11ea-8bab-1563b740f3f4.gif
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Unity 2019.3.1f :-)
Some news ? By the way I wrote a comment there as well : https://forum.unity.com/threads/github-unityevent-visualizer.498768/
Can't wait to tryout this amazing feature :-) Cheers, Stay safe.
Hey had a quick look today but can't reproduce in 2017. I am a bit swamped with work but will try to upgrade tomorrow to 2019
On Tue, 28 Apr 2020 at 23:16, satolas [email protected] wrote:
Some news ? By the way I wrote a comment there as well : https://forum.unity.com/threads/github-unityevent-visualizer.498768/
Can't wait to tryout this amazing feature :-) Cheers, Stay safe.
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I upgraded the demo to 2019.3.3f1 and cannot reproduce your issue:
Are you seeing this problem in the provided demo scene? Have you tried downloading the repo directly? (It should be pretty much version 1.4 anyway)
Ah nevermind! I think I know what your problem is, do you have your Screen set to 150% or something like that for example?
Let me look at it I’ll tell you :-)
On 30 Apr 2020, at 17:15, Luca Mefisto [email protected] wrote:
Ah nevermind! I think I know what your problem is, do you have your Screen set to 150% or something like that for example?
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cannot find so far a "general" solution. Since it seems that Unity really has problems with scaling and different DPIs.
While I fix this try this:
In EventGraphWindows.cs
at the VERY END
replace the return of the method WorldToGUIPoint
with;
float scaleFactor = Screen.dpi / 160f;
return new Vector2(
viewPos.x * cam.scaledPixelWidth,
(1 - viewPos.y) * cam.scaledPixelHeight) * scaleFactor;
Where 160 should be the default dpi of your screen (maybe it is 160 maybe it is 96). Or maybe you can set the scaleFactor
entirely to 0.75 for example (if you are running Windows at 1.25x scale)
In the mean time I will keep reading on how to get the proper value from Windows.
Some related issues I have found: https://forum.unity.com/threads/editor-dpi-scaling-issues.689980/ https://forum.unity.com/threads/editor-ui-needs-to-improve-and-support-high-dpi.527501/
Seems like they don;t properly support scaling windows unless it is rounded scales like 200% or 400%